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Copyright 2013 Marie Roberts
FAQ Version - 1.0
Last Update - 08/01/13
Email Address - peacockwand@hotmail.com
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| | | '_ \ / _ \ | |/\| |/ _` | | |/ / | '_ \ / _` | | | | / _ \/ _` |/ _` |
| | | | | | __/ \ /\ / (_| | | <| | | | | (_| | | |/ / __/ (_| | (_| |
\_/ |_| |_|\___| \/ \/ \__,_|_|_|\_\_|_| |_|\__, | |___/ \___|\__,_|\__,_|
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----------------------------------- |___/
---------------------------------
Episode 4: Around Every Corner
---------------------------------
-----------------------------------
----------------
----------------
| CONTENTS |
----------------
----------------
SECTION 1 - LEGAL INFORMATION (WD1)
SECTION 2 - UPDATES (WD2)
SECTION 3 - STORYLINE (WD3)
SECTION 4 - CHARACTERS (WD4)
SECTION 5 - CONTROLS (WD5)
SECTION 6 - GAME BASICS 1) TALKING AND DIALOGUE OPTIONS (WD6.1)
2) FIGHTING OFF WALKERS (WD6.2)
3) EXPLORATION (WD6.3)
SECTION 7 - WALKTHROUGH (WD7)
- CHAPTER 1: WELCOME TO GEORGIA'S FIRST CITY (WD7.1)
THE MANOR
THE BOY IN THE ATTIC
- CHAPTER 2: RIVER STREET (WD7.2)
- CHAPTER 3: BENEATH SAVANNAH (WD7.3)
THE CANCER SURVIVORS
- CHAPTER 4: CLEMENTINE'S DISCOVERY (WD7.4)
HATCHING A PLAN
- CHAPTER 5: WELCOME TO GEORGIA'S LAST CITY (WD7.5)
BATTERY
FUEL
MEDICINE
- CHAPTER 6: BEN SCREWS UP (WD7.6)
FOR WHOM THE BELL TOLLS
- CHAPTER 7: BEDSIDE MANOR (WD7.7)
PENULTIMATE
SECTION 8 - GAMEPLAY STATISTICS (WD8)
SECTION 9 - WHY, THANK YOU VERY MUCH! (WD9)
-------------------------
-------------------------
| LEGAL INFORMATION | (WD1)
-------------------------
-------------------------
This guide is Copyright (c) 2012 Marie Roberts. It may be used - ONLY with
permission - on any gaming sites and for personal/private use. If I find that
this FAQ is being used on a website without my permission it is a violation
of copyright, is prohibited and is not acceptable. This FAQ was completed
through the writer's (my) hard work, and copying it for profit or any other
reason without my permission is strictly forbidden.
This FAQ is only to be used on: Gamefaqs.com
Ign.com
Neoseeker.com
Cheatcc.com
Supercheats.com
--------------
--------------
| UPDATES | (WD2)
--------------
--------------
08/01/13
Taken a bit too long, but it's finally done. Putting it online today!
15/10/12
Starting the walkthrough today.
-----------------
-----------------
| STORYLINE | (WD3)
-----------------
-----------------
After the events of Episode 3, the group finally reaches Savannah.
Things aren't going to be as easy as expected though; the place is flooded
with Walkers. Omid's injured leg, Ben's guilty conscience and Kenny's
newly dampened outlook on life all prove to make their time in Savannah even
more problematic - not to mention the cruel-hearted community of Crawford,
a nearby group who are unsympathetic towards the young, the elderly or those
with medical issues. And Lee STILL doesn't know who this stranger on the
walkie-talkie is!
------------------
------------------
| CHARACTERS | (WD4)
------------------
------------------
The following descriptions are courtesy of the Walking Dead Wikia.
LEE EVERETT - 37 years old. The main protagonist. Lee hails from Macon,
Georgia and has a brother who works at the family's pharmacy.
Lee was a history professor at the University of Georgia for
six years before being convicted of murdering a state senator
who had been sleeping with his wife. Right before the
apocalypse, Lee was being transported by local authorities to
the West Central Prison in Georgia when the police car suddenly
crashes rendering him injured and unconscious for some period
of time.
CLEMENTINE - 8 years old. Clementine, whose parents were on vacation when the
apocalypse started, was hiding in her tree-house during the
apocalypse and was safe from the walkers, though her babysitter
Sandra was not so lucky. She was later found by Lee Everett when
he was wandering through her house in search of help. After
helping him survive his encounter with Sandra, now a walker, he
took her with him when he left as he realized that her parents
weren't coming back.
KENNY - In his 30s. A likable, but nevertheless flawed man, he is a sharp,
hard-working guy who likes to take action and make things happen.
BEN - 18 years old. Ben was a high school student who played in the varsity
band in his native town of Stone Mountain. He was traveling with the
band on the way to football playoffs when the outbreak occurred.
CHRISTA - In her 30s. Only a little is known about Christa. She comes from
San Francisco and she and her boyfriend Omid were taking a road
trip around America near the start of the Apocalypse.
OMID - In his 30s. Hardly anyhing is known of Omid's life before or as the
apocalypse began apart from that he had a girlfriend, Christa. He is
orginally from San Francisco where he and Christa shared an apartment.
CHUCK - In his 50s. Chuck was homeless before the apocalypse began. A
mysterious character, he keeps to himself. He plays the guitar and
is an alcoholic.
MOLLY - In her early 20s. Not much is known about Molly's life prior to the
apocalypse. Athletic and more than capable of looking after herself,
Molly prefers to rely solely upon herself and her ice pick to survive
the apocalypse.
---------------
---------------
| CONTROLS | (WD5)
---------------
---------------
MOVE CURSOR - Right control stick
MOVE LEE - Left control stick
A BUTTON - Primary interaction button (open doors, attack, pick up, etc)
X BUTTON - Allows you to talk to people
B BUTTON - Secondary interaction button (break down door/window instead of
opening it, etc)
Y BUTTON - Examine an object or person
START BUTTON - Pause the game
-------------------
-------------------
| GAME BASICS | (WD6)
-------------------
-------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TALKING & DIALOGUE OPTIONS (WD6.1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The vast majority of this game is based around talking and making decisions
whilst you are talking. Many of these decisions are very important, and will
influence how the game pans out and also what happens in future episodes.
When you talk to someone and get a dialogue option, four choices will appear:
/---\
| Y | DIALOGUE OPTION
\---/
/---\ /---\
DIALOGUE OPTION | X | | B | DIALOGUE OPTION
\---/ \---/
/---\
| A | DIALOGUE OPTION
\---/
-----------------------------------------------------
TIMER | |
-----------------------------------------------------
You must make a decision on what you're going to say before the timer runs
out. The answers are placed in a randomised position on each playthrough so
you can't memorise where an answer will be. You will usually get a "Good
Karma" answer, a "Bad Karma" answer, an unimportant answer and the option to
answer will silence (this is a valid option and still has consequences
sometimes!
If you fail to make a decision before the timer runs out, Lee will usually
just answer with silence.
Not all dialogue options are timed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIGHTING OFF WALKERS (WD6.2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are certain panic events throughout the game which require you to fight
off a zombie. If you fail to fight off the zombie, you will end up with a
generic Game Over cutscene (they're nothing worth dying foor) and will have
to start over from the beginning of the panic event.
There are many different things you may have to do in order to survive a
panic event:
1) TAP THAT BUTTON! You'll get a button appear on the bottom of the screen
(A, B, X or Y) and you must tap that button repeatedly as fast as you can.
When you've tapped it enough, it will then quickly switch to a different
button (again, A, B, X or Y) and you should press than button repeatedly
until you have escaped danger. If you are too slow or press the wrong
button, you will fail the panic event and die.
2) KICK THAT FACE! If a zombie gets too close and you can't move, you have to
kick it in the face before it gets to you. If you don't kick the zombie
in time, you'll fail the panic event and die.
3) USE A CERTAIN ITEM! Some zombies can only be defeated with a certain
weapon. You must aquire this weapon before you can finish the panic
event.
4) RUN AWAY! Sometimes violence isn't an option, and you must simply run or
crawl away from the zombie in order to escape or move on to the next
part of the panic event.
~~~~~~~~~~~~~~~~~~~
EXPLORATION (WD6.3)
~~~~~~~~~~~~~~~~~~~
There are segments of the game where you will not be under immediate threat
of the zombies. For these parts, you must do certain things in order to
progress. Use your cursor to search for objects, and when given the option,
use items to progress further. Sometimes you cannot progress until you have
spoken to someone about a certain subject. The best way to progress through
the game is to try and do EVERYTHING - as nearly everything you can do is
necessary to progress!
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 1 |
| WELCOME TO GEORGIA'S FIRST CITY | (WD7.1)
----------------------------------------------------------------------
----------------------------------------------------------------------
Our journey continues. Lee, Clementine, Kenny, Ben, Chuck, Christa and Omid
have ditched the train, having made it to Savannah. However, things don't
look too hopeful. The city has been abandoned...
Clementine, realising she's lagging behind the rest of the group, catches up.
She eyes up Lee's belt, where her walkie-talking is hooked. Lee must have
confiscated it after discovering she was using it to communicate with a
stranger in the last episode.
Now you get some dialogue options. If you've played the other episodes, you'll
know the drill by now and I can tell you that it's exactly the same as
before. If you're playing this series for the first time then 1) You need to
play the other Episodes first and 2) There is a section called Game Basics if
you scroll up a little, which teaches you how to play.
NOTE: I'm only covering the questions where one or more of the responses
have an outcome that will change the game at a later stage. If I haven't put
a question on here, it means that the response you choose really doesn't
make a difference.
Clementine asks if she can hold the radio. Say whatever you like, as none
of the responses have any important results.
Conversation then turns to Omid's condition. Having taken a nasty fall at the
end of Episode 3, he now has a wound on his leg, causing him to limp horribly.
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|------------------------------------------------------------------------
| "He needs to rest!" |
|------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|---------------------------|--------------------------------------------|
| We need to keep moving. | * YOU CHOSE TO KEEP MOVING * |
|---------------------------|--------------------------------------------|
| Kenny, how much farther? | Unimportant response. |
|---------------------------|--------------------------------------------|
| You're right, let's stop. | * YOU ASKED KENNY TO WAIT FOR OMID * |
| | [Negative points to your relationship with |
| | Kenny] |
|---------------------------|--------------------------------------------|
| ... | Unimportant response. |
------------------------------------------------------------------------
If you choose "We need to keep moving", you'll get another dialogue option:
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|-------------------------------------------------------------------
| " You know, since this all started, I've seen the best come out |
| of a lot of people, and the worst come out of a lot of others. |
| I guess we know which side you came down on." |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------------|------------------------------|
| Kenny's right, we can't slow down. | Unimportant response. |
|------------------------------------|------------------------------|
| She's right, we're a group. | Unimportant response. |
|------------------------------------|------------------------------|
| I'll help carry him. | * CHRISTA APPRECIATED THAT * |
|------------------------------------|------------------------------|
| ... | Unimportant response. |
-------------------------------------------------------------------
Suddenly, a chuch bell starts ringing. The sound echoes off into the distance.
Looks like this place isn't so abandoned after all... Lee spots someone on the
roof of the church. The others didn't see anyone, but there was definitely a
person in a red hooded top. Say whatever you want to the dialogue option.
Just as unexpectedly, the radio on Lee's belt buzzes to life and the voice
of the stranger tells you to get out of the street. Which means that wherever
he is, he can see you... Christa is quick to point out that you told her the
walkie-talkie didn't work. Say whatever you like in response to the stranger -
they won't reply no matter what you say.
There's no time to argue, however. The familiar sound of groaning begins to
approach - as does a large amount of Walkers! Say whatever you like in
response to the situation.
* THE GAME WILL AUTOSAVE HERE *
Everyone begins to run and fight at the same time.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Kenny will be grabbed by a Walker. Unable to defend himself, Lee must now
shoot the Walker off Kenny. Quickly, aim your gun at the Walker and press
RT or A to shoot it.
Note - If you don't shoot the Walker in time, Christa will save Kenny
instead.
Something disastrous happens: Clementine and Ben find themselves surrounded
by Walkers. Clem has no means to defend herself, but Ben has a handgun. But
instead of using his weapon to try to save Clem, Ben runs for it, leaving
Clementine defenseless and in great danger. Walkers are getting very close to
Lee now, so he must shoot them out of the way before he can help Clementine.
NOTE - Something interesting I noticed. In tiny writing at the bottom of the
screen, it says "Kenny chose not to join you." So far, I've never
been able to get Kenny to help me with Clementine so I think this is
something that was originally written into the game, but they took out.
They must have forgotten to take out the text.
2) Aim your gun at the nearest Walkers, then shoot any that are closing in on
Clem.
(Note - it is impossible to shoot the Walker in the red t-shirt, so don't
worry too much about the Walkers around Clem. None of the Walkers around
Lee can hurt you either, as when they get too close they just sort of
freeze up, so don't worry about dying. As a matter of fact, you can get
through this bit without shooting any of the Walkers.)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Chuck comes to Clementine's rescue just in time, armed with a shovel. Clem
manages to escape, but now it's Chuck who finds himself surrounded. Chuck
asks that you get Clementine to safety, while he fights off the horde. Lee
automatically agrees. However, as the party makes their way towards River
Street (where the boats would be), they notice that there are too many Walkers
blocking the way. The rest of the group notice Chuck's gone, and most of
them want to help him. However, he insists that they all leave to find safety.
With no other choice, the group is forced to run without Chuck.
The group eventually decides to take refuge in the back garden of a manor.
Lee shuts the gate behind them, hoping it'll keep the Walkers out. However,
Omid trips over a stray stone and lands on his bad leg, reopening the wound.
Kenny is trying to find a way to open the door of the house, but to no avail.
Christa becomes impatient, knowing that the Walkers will be attracted to the
smell of Omid's blood. You get a dialogue option, but none of the answers
lead to anything important.
You now gain control of Lee. Walk over to the gate and talk to Clementine.
--------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE|
|----------------------------------------------------------------------------
| "Do you think the dead people saw us come back here? Are they going to |
| find us?" |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------|--------------------------------------------------|
| I think they did. | Unimportant response. |
|-------------------------|--------------------------------------------------|
| Try not to worry. | Neutral response. |
|-------------------------|--------------------------------------------------|
| No, they didn't see us. | Unimportant response (but the "good" option) |
|-------------------------|--------------------------------------------------|
| ... | * YOU CHOSE NOT TO ANSWER HER * |
----------------------------------------------------------------------------
Now talk to Omid and Christa. Christa is fussing over how Omid's leg could be
infected.
---------------------------------
| TIMED QUESTION | Asked by: OMID |
|---------------------------------------------------------------------
| "No offense, but you really need to work on your bedside manner!" |
|---------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------------|-------------------------------|
| It probably looks worse than it is. | * YOU REASSURED THEM * |
|-------------------------------------|-------------------------------|
| We'll take care of it. | * YOU REASSURED OMID * |
|-------------------------------------|-------------------------------|
| She's right, it looks bad. | * YOU WERE HONEST WITH OMID * |
|-------------------------------------|-------------------------------|
| ... | Unimportant response. |
----------------------------------------------------------------------
Head left and talk to Ben. There's nothing important you can say to him, but
it's still good to know what everyone's thinking.
Finally talk to Kenny for some additional dialogue. Now you can explore.
Go right and examine the grave and the dog house. Not too difficult to
figure out what's buried under the mound of dirt. Keep going right until
you're opposite Kenny and the front door, and you'll find a SHOVEL by the
side of the garage. Pick it up.
Examine the pet door at the bottom of the door Kenny's trying to open. We
learn that it's possibly remotely controlled, so that if the dog's collar were
to be in close proxoimity to the pet door, it will open. Now we need to find
the collar. Go back to the grave and use the SHOVEL on it.
At this point, everyone comes over to watch, including little Clementine.
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|-----------------------------------------------------
| "What's buried down there?" |
|-----------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------|---------------------------|
| Stay away. | * CLEMENTINE FEELS HURT * |
|-------------------------|---------------------------|
| I don't know. | Unimportant response. |
|-------------------------|---------------------------|
| It's been here a while. | Unimportant response. |
|-------------------------|---------------------------|
| ... | Unimportant response. |
------------------------------------------------------
After digging up the grave, hover your cursor over the dog's COLLAR and pick
it up. This breaks the dead dog's head away from its spine.
* THE GAME WILL AUTOSAVE NOW *
Everyone looks nauseated, especially Christa, who proceeds to throw up. Omid
seems very worried by this. Is there something wrong with Christa?
Return to the pet door and use the COLLAR. This opens the little door - but
Lee can't reach the lock. Ben offers to try, but before he can finish his
sentence, Clementine crawls through the doggie door and onto the other side.
There is silence. Lee gets to say something in response to this - choose
what you like.
Clementine unlocks the door and comes out safe and sound. Everyone looks
relieved and Lee gets another dialogue option.
----------------
| TIMED QUESTION |
|--------------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|---------------------------------|----------------------------------|
| Good job, Clem! | * YOU PRAISED CLEMENTINE * |
|---------------------------------|----------------------------------|
| You should have asked me first. | * YOU GENTLY WARNED CLEMENTINE * |
|---------------------------------|----------------------------------|
| Don't ever do that again! | * CLEMENTINE FEELS HURT * |
| | [NEGATIVE POINTS TOWARDS YOUR |
| | RELATIONSHIP WITH CLEMENTINE. |
| | ALSO POSSIBLE NEGATIVE POINTS |
| | WITH CHRISTA, AS SHE REACTS |
| | POORLY TO YOUR ATTITUDE] |
|---------------------------------|----------------------------------|
| ... | Neutral response. |
--------------------------------------------------------------------
Everyone enters the manor. Once inside, Christa sets Omid on the sofa before
interrogating Lee and Kenny about the walkie-talkie.
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|-------------------------------------------------------------------
| "When were you going to tell us about the radio?" |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------------|----------------------------------|
| I didn't want to worry anyone. | * CHRISTA IS NOT REASSURED * |
|--------------------------------|----------------------------------|
| I only found out yesterday. | * YOU WERE HONEST WITH CHRISTA * |
|--------------------------------|----------------------------------|
| I didn't know. [LIE] | * YOU CHOSE TO LIE TO CHRISTA * |
|--------------------------------|----------------------------------|
| ... | Neutral response. |
-------------------------------------------------------------------
Kenny and Christa then start arguing about whether or not the person who rang
the bell was the same person on the walkie-talkie, and whether or not they
are dangerous. Say whatever you like in regards to the next dialogue option.
You then get a final dialogue option, in which you can choose who to agrede
with. Again, what you say here doesn't actually matter.
Everyone will then split up to search the house for danger. Clementine will
come over and talk to you. If you yelled at her for going through the doggy
door earlier, she'll give you a dialogue option:
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|------------------------------------------------------------
| "I guess you don't want my help, huh?" |
|------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-----------------------------|------------------------------|
| I'm sorry I yelled. | * CLEMENTINE FEELS BETTER * |
|-----------------------------|------------------------------|
| You've been helpful enough. | Neutral response. |
|-----------------------------|------------------------------|
| Just stay with Christa. | Neutral response. |
|-----------------------------|------------------------------|
| ... | * CLEMENTINE FEELS SCORNED * |
------------------------------------------------------------
Now you regain control of Lee and get to explore the house. Kenny and Ben are
scouting out the top floor, which leaves Lee to check all the rooms
downstairs. Go right into the kitchen and have a look around. Make sure you
attempt to pick up the DOG FOOD, as this influences dialogue ever so slightly
later on. It's also of interest to examine the DRAWING on the refrigerator.
Now go left into the dining room. You can attempt to pick up the BOTTLE OF
WHISKEY on the table, but Lee will refuse to drink it. It's good to know that
it's there as reference to later on, though.
Head towards the front of the screen to reach the lounge, where Omid, Christa
and Clementine are sat. Talk to Christa and Omid for some extra dialogue.
Clementine has nothing useful to say, so we can explore this room now. Make
sure you examine the PORTRAIT of the family who used to live here, before
checking out the door on the left side of the painting.
Whenever you try to open a closed door during this chapter, Lee will
automatically equip his handgun and the game will force you to open the door
for him. This is just to create suspense, so don't worry. You won't have to
shoot anything. Open the door to find an empty closet.
Now open the door on the right of the portrait. Strange place to keep a
bathroom! Mercifully, it's empty (if repeatedly playing horror games has
taught me anything, it's to never trust a bathroom).
Finally, head all the way to the right and into the hallway to tackle the
wooden double doors. Open them and- AAAAAAH!!!! Oh...never mind!
After checking all the doors, Christa will start to interrogate Clementine
about the man on the walkie-talkie.
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|-----------------------------------------------------------------------
| "Who is he? What does he want?" |
|-----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------------|--------------------------------------|
| Back off, Christa! | Clem reveals a little about the man. |
|--------------------------------|--------------------------------------|
| We want an answer, Clementine! | * YOU MADE CLEMENTINE NERVOUS * |
|--------------------------------|--------------------------------------|
| Go ahead, Clem. | Clem reveals a little about the man. |
|--------------------------------|--------------------------------------|
| ... | * YOU MADE CLEMENTINE NERVOUS * |
-----------------------------------------------------------------------
Just as Clementine is trying to reveal more, you're interrupted by Ben, who
calls for Lee's help. It turns out that Kenny heard a noise in the attic,
and now he won't come down. Ben's too chicken to check things out for himself,
so Lee must do it. Move Lee towards the attic to make him climb the ladder.
* THE GAME WILL AUTOSAVE NOW *
What Lee finds at the top is a horrible sight. Kenny is slumped on the floor,
watching something at the back of the attic. Lee approaches... and what he
sees shocks him.
A little boy, no older than 10, tries to walk towards them. He is emaciated,
his skin draped over his bones, hardly containing them. His body too frail to
carry his own weight, the boy falls to the ground again. His white eyes
gaze at Kenny and Lee dolefully. The little boy is a Walker, and obviously
the child we saw in the portrait downstairs. But where are his parents? How
did he end up like this?
Kenny points out the likely story that the boy must have been hiding in the
attic, and simply starved to death. In a heartwrenching moment, he may or
may not also add that the child looks a lot like Duck.
You now must make a decision which will be shown in the statistics at the end
of the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| IF YOU CHOOSE TO MAKE LEE KILL THE WALKER |
| |
| You can back out of this decision at any time, either by giving the gun |
| to Kenny so that he does it, or by clicking on the entrance to the attic |
| to walk away from the situation. |
| |
| To destroy the Walker, make Lee walk over to the child. On the way over to |
| him, you can examine his bed, the empty water bottle and the empty plate |
| for some more detail on how the child had to live before he died. If you |
| examine the child, Lee will point out that this would have happened to |
| Clementine if he hadn't found her. |
| |
| There are three ways to kill the Walker. You can either stomp on his head, |
| hit him with your weapon from the previous episode, or shoot him. |
| If you like your gore, or want a slightly more emotional cutscene, choose |
| to stomp the walker. |
| |
| * YOU CHOSE TO DO IT YOURSELF * |
| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| IF YOU CHOOSE TO MAKE KENNY KILL THE WALKER |
| |
| Hover your cursor over Kenny to give him the gun. You then get a dialogue |
| option with Kenny - this is your last chance to back out of this decision. |
| |
| ------------------------------------ |
| | TIMED QUESTION | Asked by: KENNY | |
| |--------------------------------------------------------------- |
| | "I don't know if I can do this, Lee." | |
| |---------------------------------------------------------------| |
| | YOUR ANSWER | OUTCOME | |
| |--------------------|------------------------------------------| |
| | I know you can. | * YOU HELPED KENNY * | |
| |--------------------|------------------------------------------| |
| | You don't have to. | Makes Lee take the gun back - you get to | |
| | | choose what to do again. | |
| --------------------------------------------------------------- |
| |
| As long as you pick the first option, Kenny will decide to take care of |
| the Walker himself. He takes the gun, walks over to the little boy. He |
| then points the gun at the child's head and shoots. |
| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| IF YOU CHOOSE TO LEAVE KENNY ALONE WITH THE WALKER |
| |
| This is the harsh option. Basically, when you get the chance, hover the |
| cursor over the exit and click on it. This gives Lee the option to leave. |
| Kenny asks Lee whether he'd have peace of mind knowing he'd just left the |
| child in this state. |
| |
| If you choose "NO", you get to back out of this option and choose who has |
| to kill the Walker. |
| |
| If you choose "YES", Lee starts walking back down the steps. He asks if |
| Kenny is coming; Kenny stays behind to deal with the child. Lee simply |
| says: "I'll see you when you're done." |
| |
| Back on the first floor, Christa has come upstairs to find out what's |
| going on. When she learns that you just left Kenny up there with the |
| Walker, she looks disgusted and goes into the attic. We hear a gunshot, |
| and Christa returns with the little boy's corpse in her arms. She passes |
| him to Lee, with the words, "You couldn't bring yourself to kill him; at |
| least give him a proper burial." |
| |
| * YOU CHOSE TO LEAVE HIM * |
| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
No matter what choice you make, it always falls upon Lee to bury the body.
Lee carries the boy down to the garden. Make him walk over to the open
grave where you dug up the dog earlier. Judging from the DRAWING we looked
at on the fridge earlier, we know the boy loved his dog, Walter, so
it seems fitting to bury them together. Click on the hole to place the
boy in the grave. Pick up the SHOVEL, then click on the mound of dirt to
make Lee start filling in the grave.
Do this a second time and Lee will realise Clementine is watching from the
doorway. Christa also comes out to see what's happening. Both of the gaze
at Lee for a while, acknowledging the pain and burden Lee is having to go
through, before retreating back inside.
Pick up another mound of dirt and the view will show you that the streets
behind the bars are empty. Lee will pour more dirt on the corpses.
Pick up one final shovel of dirt and Lee will look behind the bars again...
only this time, a man is standing there, watching him!
Say whatever you like in response to the dialogue option when Christa
and Ben run outside to see what the commotion is about.
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|------------------------------------------------------------------
| "What's going on?" |
|------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------------|-------------------------------------|
| Someone was watching us. | * YOU TOLD THE TRUTH * |
|----------------------------|-------------------------------------|
| Nothing, just a stray dog. | * YOU CHOSE TO LIE * |
|----------------------------|-------------------------------------|
| I thought I saw something. | * YOU TOLD THE TRUTH * |
|----------------------------|-------------------------------------|
| ... | * YOU CHOSE NOT TO ANSWER CHRISTA * |
------------------------------------------------------------------
Kenny and Clementine now come outside to see what you were yelling about.
Upon hearing the news, Kenny seems even more determined to go to River
Street and find a boat.
-----------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|-----------------------------------------------------------------------
| "I don't know if Omid's well enough to move yet." |
|-----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------------------|------------------------------------|
| Let's look here for supplies. | Neutral response. |
|----------------------------------|------------------------------------|
| The sooner we leave, the better. | * KENNY APPRECIATES YOUR SUPPORT * |
|----------------------------------|------------------------------------|
| It's not safe yet. | Unimportant response. |
| ---------------------------------|------------------------------------|
| ... | Unimportant response. |
-----------------------------------------------------------------------
Looks like you're going to River Street to look for a boat! Before you leave,
Clem asks if she can join you.
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|----------------------------------------------------------------------------
| "Wait, can't I come? My mom and dad can't be far now, maybe we can look |
| for them on the way to the river?" |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------=-------|------------------------------------------------------|
| Absolutely not. | * YOU TOLD CLEMENTINE NO * |
|---------------------|------------------------------------------------------|
| Stay here and help. | * YOU ASKED CLEMENTINE TO STAY AND HELP THE OTHERS * |
|---------------------|------------------------------------------------------|
| We can't right now. | * YOU ASKED CLEMENTINE TO WAIT A LITTLE LONGER * |
|---------------------|------------------------------------------------------|
| ... | * YOU CHOSE NOT TO ANSWER CLEMENTINE * |
---------------------------------------------------------------------------
Now Ben will approach you. He doesn't appreciate constantly being told to
stay behind.
--------------------------------
| TIMED QUESTION | Asked by: BEN |
|----------------------------------------------------------------------------
| "So. You're just gonna leave me on the bench here?" |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------|---------------------------------------------|
| No offense, Ben, but... | * YOU PUT BEN ON NOTICE * |
|------------------------------|---------------------------------------------|
| Keep an eye on Omid. | * YOU TRUSTED BEN TO WATCH OMID * |
|------------------------------|---------------------------------------------|
| Stay and protect Clementine. | * YOU TRUSTED BEN TO LOOK AFTER CLEMENTINE *|
|------------------------------|---------------------------------------------|
| ... | * YOU PUT BEN ON NOTICE * |
----------------------------------------------------------------------------
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 2 |
| RIVER STREET | (WD7.2)
----------------------------------------------------------------------
----------------------------------------------------------------------
Lee and Kenny walk down River Street, which is abandoned once again, strangely
enough. Kenny is oddly silent. Lee gets a dialogue option with him. Say what
you like.
Suddenly, church bells ring off in the distance. Lee and Kenny hide round a
corner whilst all the Walker pass. However, because the bells are ringing off
in the distance, the Walkers are going straight past Kenny and Lee and towards
the sound. Say whatever you like in regards to the dialogue option with
Kenny.
Kenny and Lee reach the waterfront, the Walkers far behind them. However, more
misfortune meets you: there are no boats left at the docks. Say what you like
to Kenny's dialogue. No matter what you say to Kenny, he'll run off on his
own to see if he can salvage any of the broken boats. He stops by one that
is a complete wreck, and smiles, claiming it could be salvageable. Say what
you like.
Kenny's mood snaps suddenly, and he gets pissy at you again. He stays to
inspect the boat's condition, and instructs Lee to go to the other end of the
waterfront to see what he can find.
* THE GAME WILL AUTOSAVE HERE *
Go all the way to the left and inspect the TELESCOPE to find out it needs a
QUARTER to work. Now keep going left to find a massive mountain of corpses,
and some Walkers skewered on metal posts. It's some sort of barricade to
keep out intruders. Not exactly friendly. There's nothing more you can do
here, so head back to the right, clinging to the building this time.
On the way, you'll notice lots of strange markings written in blood on the
walls. You'll find out what these are later. Keep going right until you
come to a newsstand. Search the CASH REGISTER to find that it's empty.
Head even further right until you come to a newspaper machine. Search it to
find that it's locked. This gives you the option to smash it open with your
weapon from Episode 3. Do so now to get yourself a QUARTER.
Return to the TELESCOPE and use the QUARTER on it. This prompts Kenny to come
over and tell you that the boat is NOT salvageable. He also notices the
barricade of Walkers behind you.
* THE GAME AUTOSAVES HERE *
Lee automatically uses the TELESCOPE now. Look at anything you pleae, but
eventually make your way all the way to the left. Whilst you're looking at
the building to the left of the bridge, the person in the red hooded top will
begin to traverse their way down towards you!
They don't appear to have seen you though, as they go straight to the
newsstand and start searching it.
Kenny gives you a dialogue option - reply however you wish.
No matter how you reply, Kenny will decide that you must interrogate the
person. He pulls out his gun and runs round to the nearby alleyway, leaving
Lee to sneak up on the person from the middle of the street. Sounds like a
great plan...
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Press forward to make Lee approach the newsstand. As you approach, the
red hooded person will duck out of sight.
2) Lee will crouch by the newsstand. Flick the left joystick upwards to make
him peer over the top.
3) The red hooded person sneaks up behind Lee! Quickly, move your cursor over
their hand that is on the LEFT side of the screen (the one with the weapon
in it) and press A to attack them before they attack you.
4) The person tries to recover, then attempts to swing a punch at you. Press
A on their arm before they get the chance! This makes Lee jump on them
and point a gun to their head.
NOTE - You don't HAVE to win the fight, in fact, it can be quite difficult to
win. But if you win, events will progress a little more quickly.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Whether you win or lose the fight, Clementine will suddenly appear from
nowhere and interject. The following dialogue option is different depending on
whether you won or lost, but say whatever you like. Kenny will the emerge from
the alleyway and you get another dialogue option. Say anything you like - the
outcome is always the same.
As soon as everyone's stopped trying to kill each other, you get another
dialogue option. Say what you like - the woman will introduce herself as Molly
no matter what you say.
----------------------------------
| TIMED QUESTION | Asked by: MOLLY |
|-------------------------------------------------------------------
| "You guys really aren't from Crawford, are you?" |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------------|------------------------------|
| I'm from Macon. | Unimportant response. |
|------------------------------------|------------------------------|
| I don't have to tell you anything. | * MOLLY WILL REMEMBER THAT * |
|------------------------------------|------------------------------|
| What's Crawford? | Unimportant response. |
|------------------------------------|------------------------------|
| ... | Unimportant response. |
-------------------------------------------------------------------
No matter what you say, Molly will tell you about Crawford. Crawford is the
place beyond the barrier of Walkers next to you. As you can already guess, it
is full of undesirable people. Basically, when the outbreak started, Savannah
split into two groups: normal people just trying to survive, and Crawford,
who although have supplies and safety, will not admit anyone who could be a
burden - be that the elderly, children or anyone with a medical condition.
They also will kill or ban anyone who will not or cannot live by their rules.
Kenny asks how Molly knew they weren't from Crawford. Say whatever you want -
you'll eventually have to ask why they don't allow children. Molly goes on to
elaborate on what I told you about Crawford just now. You also must ask her
who is ringing the bells all over the city in order to continue. Turns out
that Molly herself is ringing the bells. It distracts the Walkers, bringing
them to one side of town so she can search the other without any danger.
Eventually, you get a couple more dialogue options. Say anything you like,
none of it has any impact later on.
Molly tells you the news that there are definitely no boats left. They either
got taken away, or people from Crawford stripped the leftovers of any useful
parts.
At that moment, a massive group of Walkers starts shambling towards you - and
they're coming from the path you need to go down, so you can't get back to the
house that way. Lee turns to ask Molly if she knows another route, but she's
already sprinting off down the nearby back alley. Say anything you like to
her and she'll try to leave without you. Clementine pulls out the cutesy-
wutesy face and Molly changes her mind. She helps Clementine and Kenny up,
and then it's Lee's turn.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Move your cursor over Kenny's hand and press A to grab it. As usual, Kenny
massive-fails and drops Lee back to the ground.
2) There is a dumpster behind Lee - push it by hovering the cursor over it and
pressing A. This causes Lee to push it out of the way - however, there are
now Walkers approaching from the other end of the alley, so that's a no-go.
3) Press A on the manhole to make Lee try to open it. This also fails. Molly
throws down her Climbing Pick.
4) Hover your cursor over the Climbing Pick, which is on Lee's left, and press
A to pick it up.
5) Press A on the manhole again to make Lee start prying it open.
6) Repeatedly tap A until the manhole cover is out of the way.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lee will automatically jump down the hole and out of sight, much to
Clementine's horror.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 3 |
| BENEATH SAVANNAH & THE CANCER SURVIVORS | (WD7.3)
----------------------------------------------------------------------
----------------------------------------------------------------------
Now in the sewers and completely alone, move Lee forwards and down the stairs.
Make him walk all the way to the right and down the unbarred tunnel. There is
a DEAD RAT on the floor, but Lee refuses to pick it up.
Go left and examine the Passage Way in the wall (a small tunnel covered by
a barred door). You can't open it, but remember it's here. By this point you
can probably hear Walkers, but don't worry about it too much right now.
Continue down the tunnel and examine the yellow Drainage Pipe on the right.
We can't use it, unfortunately.
Now go down the tunnel on the left. You'll get a miniature cutscene, in which
Lee discovers that the tunnel is blocked by a group of undead who are eating
a corpse. There is also a lone Walker at the end of the tunnel, where there
could be a way out. This route is a no-go, until we can clear it.
If you move your cursor about the screen, you'll eventually notice that there
is another side-passage in the form of a small tunnel that Lee can use. Do
not try to walk over to it manually as you may get too close to the Walkers
and start a Game Over cutscene. Instead, hover your cursor over the out-of-
sight passageway and click A on it when given the option. This makes Lee
sneak over to it without alerting any Walkers.
In the tunnel will be another yellow drainage pipe. Turn it to the RIGHT
in order to release the water on the other side of the bars. You're safe for
now, so don't worry. However, there is a Walker waiting at the open end of the
tunnel now, so our exit's blocked. Lee notes that the valve on the pipe is
a bit loose - this is a clue that you can take it. Take the VALVE.
Now instead of going back the way you came, head left of the drainage pipe to
come to those bars we examined earlier. We can use the CLIMBING PICK on them
to create an exit - do this now so that you can exit back to the main
passageway.
Head towards the first drainage pipe we saw and use the VALVE on it. Turn it
to the RIGHT.
* THE GAME AUTOMATICALLY AUTOSAVES NOW *
Uh oh! The Walkers are headed our way. You'll see them coming towards you,
so quickly head left and into the small tunnel that we just unbarred. Head
round the corner and watch the exit to see if all the Walkers have gone past
yet. You know when it's safe to exit the tunnel as the redness at the edge
of your screen (which indicates danger) will have faded away completely.
Exit the tunnel and walk down the previously inaccessible passageway. Keep
walking until you get another cutscene. We find out that the corpse the
Walkers were eating is actually Chuck. Knowing there was no chance of
survival, he shot himself in the head with his last bullet before the Walkers
could get at him. This effectively gave him a painless death and prevents him
from becoming a Walker. I agree with Lee. He deserved better.
You now have to dispose of the final Walker at the end of the passage.
Sneak up on her - but as you pass over the bars in the ground, a pair of
hands grabs Lee's foot and alerts the Walker in front of him!
* THE GAME AUTOMATICALLY AUTOSAVES NOW *
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Hover your cursor over the hands around Lee's leg and use the CLIMBING
PICK. Do NOT use the gun, as this ends in certain death.
2) Press A repeatedly, then press the next indicated button once.
3) Now hover your cursor over the female Walker, and use the CLIMBING PICK on
her. Again, do NOT use the gun.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Finally, walk to the end of the tunnel and try to hook the ladder with the
CLIMBING PICK (I can see why Molly carries it, now - we've used it four times
in the sewers alone, and for varying reasons!). Lee epic fails and jumps at
the sign below instead. This works in his favour, though, as knocking the
sign out of place slightly reveals a hidden passage behind it. What are the
chances, eh?
Get Lee to move the sign out of the way, then walk through the opening in the
wall.
* THE GAME AUTOMATICALLY SAVES NOW *
Have a look around before going through the only door in the room.
* THE GAME AUTOMATICALLY SAVES AGAIN *
Lee walks into what looks like a basement full of people who are obviously
shocked by his sudden entrance. One of them points a gun at him.
NOTE: How you handle the following situation affects your statistics at the
end of the game!
-----------------------------------
| TIMED QUESTION | Asked by: VERNON |
|------------------------------------------------------------------
| "Who are you?" |
|------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|---------------------------|--------------------------------------|
| Nobody. | * YOU TRIED TO CALM THINGS DOWN * |
|---------------------------|--------------------------------------|
| I could ask you the same. | * YOU CHOSE TO AVOID THE QUESTION * |
|---------------------------|--------------------------------------|
| I don't want any trouble. | * YOU TRIED TO CALM THINGS DOWN * |
|---------------------------|--------------------------------------|
| ... | * YOUR SILENCE UNSETTLED THE GROUP * |
------------------------------------------------------------------
Answer as you will. The youngest person in the room, a young woman, is
convinced that Lee must be from Crawford, and that if he tries to leave,
he'll tell everyone about this basement. They ask if you're from Crawford -
answer as you please, none of the options make any difference.
They then discuss whether or not the man ought to kill Lee.
---------------------------------
| TIMED QUESTION | Asked by: BRIE |
|-----------------------------------------------------------------
| "What do you think they'll do if they find out we're down here, |
| right under their feet?" |
|-----------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------|----------------------------------------|
| I'm not from Crawford. | * YOU CHOSE TO REASON WITH THE GROUP * |
|------------------------|----------------------------------------|
| Let's talk about this. | * YOU CHOSE TO REASON WITH THE GROUP * |
|------------------------|----------------------------------------|
| [Threaten him] | * YOU CHOSE TO THREATEN THE MAN * |
|------------------------|----------------------------------------|
| ... | GAME OVER SCENE |
-----------------------------------------------------------------
The man then asks you to keep back or he'll shoot. DO NOT keep back like I did
the first time I played the game. This results in him shooting you anyway,
and a game over scene. Don't move at all, just quickly hover your cursor over
the gun and press A to make Lee take it.
* THE GAME AUTOMATICALLY SAVES HERE *
Lee takes the gun from the man. He reveals the they are a group of cancer
survivors who lived in Crawford until their sickness was discovered and they
were forced to leave.
The leader of the group, Vernon, begins to ask you questions.
-----------------------------------
| TIMED QUESTION | Asked by: VERNON |
|-------------------------------------------------------------------
| "How did you find your way down here?" |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-----------------------------|-------------------------------------|
| That's not important. | * YOU CHOSE TO AVOID THE QUESTION * |
|-----------------------------|-------------------------------------|
| Walkers. | * YOU WERE HONEST * |
|-----------------------------|-------------------------------------|
| We were looking for a boat. | * YOU WERE HONEST * |
|-----------------------------|-------------------------------------|
| ... | * YOU CHOSE TO AVOID THE QUESTION * |
-------------------------------------------------------------------
-----------------------------------
| TIMED QUESTION | Asked by: VERNON |
|-----------------------------------------------------------
| "That sewer system you came from runs all over the city. |
| It'll take you where you want to go." |
|-----------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------|---------------------------|
| I'll be fine on my own. | * YOU CHOSE TO GO ALONE * |
|-------------------------------|---------------------------|
| Can you show me the way back? | * YOU ASKED FOR HELP * |
-----------------------------------------------------------
---------------------------------
| TIMED QUESTION | Asked by: BRIE |
|---------------------------------------------------------------------------
| "Besides, why should we help you?" |
|---------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------------------|--------------------------------|
| We can help you, we have medicine. [LIE] | * YOU LIED TO VERNON ABOUT |
| | HAVING MEDS * |
|------------------------------------------|--------------------------------|
| If you don't, I'll kill you. | * YOU CHOSE TO THREATEN THEM * |
|------------------------------------------|--------------------------------|
| I have to get back to Clementine. | Leads to next dialogue option. |
|------------------------------------------|--------------------------------|
| ... | Unimportant reponse. |
---------------------------------------------------------------------------
-----------------------------------
| TIMED QUESTION | Asked by: VERNON |
|----------------------------------------------------
| "She's your daughter?" |
|----------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------|-------------------------------|
| Yes. | * VERNON WILL REMEMBER THAT * |
|--------------------|-------------------------------|
| No. | * YOU TOLD THE TRUTH * |
----------------------------------------------------
Eventually, Vernon will be convinced and decides to come with you.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 4 |
| CLEMENTINE'S DISCOVERY & HATCHING A PLAN | (WD7.4)
----------------------------------------------------------------------
----------------------------------------------------------------------
Lee arrives back at the house with Vernon. Clementine is not on the bottom
floor, but Molly is in the kitchen, rooting through the cupboards. She asks
you who Vernon is.
----------------------------------
| TIMED QUESTION | Asked by: MOLLY |
|------------------------------------------------------------
| "Who's the fossil?" |
|------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------|-------------------------------------|
| Where's Clementine? | * YOU AVOIDED MOLLY'S QUESTION * |
|----------------------|-------------------------------------|
| What were you doing? | * YOU QUESTIONED MOLLY RIGHT BACK * |
|----------------------|-------------------------------------|
| He's a doctor. | * YOU ANSWERED MOLLY TRUTHFULLY * |
|----------------------|-------------------------------------|
| ... | * YOU AVOIDED MOLLY'S QUESTION * |
------------------------------------------------------------
Molly tells you that Clementine and Kenny got back safe and sound, takes her
pick from you and walks away after a snarky comment. Christa then comes
bounding down the stairs with the news that Omid has become much sicker.
Luckily, Vernon happens to be a doctor, so can try to treat Omid. If you
lied to Vernon earlier and told him you had medical supplies, he now realises
that you don't and gets a little bitter. Nevertheless, he helps Omid anyway.
Vernon asks Lee to go away so he can tend to Omid.
* THE GAME AUTOSAVES HERE *
Lee starts looking for Clementine again, and we regain control. Time to start
searching for her.
First go into the bathroom (the game should tell you that it's the bathroom
when you hover your cursor over the door). Ignore the spooky silhouette cast
by Lee and go through the door on the other side for a conversation with
Molly. Exit through the door at the back of the room.
Now go into the study (the double doors) and examine Clementine's Drawing
on the windowseat. With Clem STILL nowhere to be found, head downstairs and
into the lounge, where Kenny and Ben are sat. Kenny's busying himself with a
bottle of whiskey.
----------------------------------
| TIMED QUESTION | Asked by: KENNY |
|-------------------------------------------------------------
| "Found it." |
|-------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------|----------------------------------|
| Kenny, take it easy. | * YOU TRIED TO REASON WITH HIM * |
|--------------------------|----------------------------------|
| Give me the bottle. | * YOU TRIED TO REASON WITH HIM * |
|--------------------------|----------------------------------|
| Ben, you let him drink?! | * BEN DEFENDED HIMSELF * |
|--------------------------|----------------------------------|
| ... | Unimportant response. |
-------------------------------------------------------------
Talk to Ben to initiate a dialogue option with him as to where Clementine is.
Say what you like, it isn't important.
If you haven't spoken to Molly yet, go and talk to her (she's in a bedroom
upstairs). She'll tell you that Clementine is playing in the back yard.
If you've already spoken to Molly, Ben will tell you that Clementine went out
to play in the garden. On her own. Lee yells at him a bit before rushing out
the back door.
You can look around the garden if you like, but in the end you'll need to
examine the garage at the back of the garden. It will start making banging
sounds, so try to open the doors...
Out pops Clementine! Say whatever you like for the dialogue option.
Clementine excitedly tells you that she's found something in the garage.
Lee opens the doors even further to reveal a glimmer of hope... There's a boat
in the garage! Say whatever you like to the dialogue option that pops up.
Kenny appears behind you. Staring at the boat, he begins to smile. The bottle
of whiskey falls to the floor. Kenny has renewed purpose.
* THE GAME WILL AUTOSAVE NOW *
Vernon comes downstairs. Kenny is outside looking at the boat to see if it's
useable. Lee gets an unprompted dialogue option - say what you like.
Kenny turns up with Ben in tow. He asks you if you want the good news or the
bad news - choose whatever you like, you'll hear both anyway. The bad news is
that the boat needs gas and a new battery before it'll work. The good news is,
there's nothing else wrong with it. You'll then get some dialogue options.
------------------------------------
| TIMED QUESTION | Asked by: CHRISTA |
|---------------------------------------------------------------------
| "How are we supposed to get that stuff?" |
|---------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|---------------------------|-----------------------------------------|
| Let's search the streets. | * YOU SUGGESTED A SEARCH, BUT THE GROUP |
| | DISAGREES... * |
|---------------------------|-----------------------------------------|
| We should stay put. | * YOU SUGGESTED STAYING PUT, BUT THE |
| | GROUP DISAGREES * |
|---------------------------|-----------------------------------------|
| What about Crawford. | * CHRISTA SUPPORTS YOUR PLAN * |
|---------------------------|-----------------------------------------|
| ... | Unimportant response. |
---------------------------------------------------------------------
----------------------------------
| TIMED QUESTION | Asked by: KENNY |
|----------------------------------------------------------------
| "And just how exactly do you figure we do this?" |
|----------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------------|-------------------------------|
| We sneak in. | * YOU SUGGESTED SNEAKING IN * |
|--------------------------------|-------------------------------|
| We take what we need by force. | * YOU SUGGESTED AN ATTACK * |
|--------------------------------|-------------------------------|
| We negotiate. | * YOU SUGGESTED NEGOTIATION * |
|--------------------------------|-------------------------------|
| ... | * YOU CHOSE TO KEEP QUIET * |
----------------------------------------------------------------
Christa says, "We can do this!" Reply with whatever you like.
After making the decision to infiltrate Crawford to get supplies, Lee begins
to head upstairs, where he catches Clementine eavesdropping. She asks if it
will be dangerous.
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|-------------------------------------------------------------------
| "Crawford." |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------|----------------------------------------|
| Yes, it'll be dangerous. | * YOU WERE HONEST WITH CLEMENTINE * |
|--------------------------|----------------------------------------|
| I don't know. | * YOU WERE HONEST WITH CLEMENTINE * |
|--------------------------|----------------------------------------|
| No, don't worry. | * YOU ASKED CLEMENTINE NOT TO WORRY * |
|--------------------------|----------------------------------------|
| ... | * YOU CHOSE NOT TO ANSWER CLEMENTINE * |
-------------------------------------------------------------------
If you were honest with Clementine, you'll get a second dialogue option where
she says she doesn't want anyone else to die. Give any answer.
Clementine suggests to you that her parents are in Crawford. Say what you
like - it doesn't make a difference.
NOTE - You must now make a decision which will affect your statistics at the
end of the game.
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|---------------------------------------------------------------------
| "Can't I come with you?" |
|---------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------|------------------------------------------------|
| Yes. You can come. | * YOU CHOSE TO BRING CLEMENTINE WITH YOU * |
|--------------------|------------------------------------------------|
| No. I'm sorry. | * YOU CHOSE TO LEAVE CLEMENTINE AT THE HOUSE * |
---------------------------------------------------------------------
Depending on what you chose, Clementine will either stay at the manor with
Omid (who is ill and may die, causing him to become a Walker) or come to
Crawford with you (which is just as dangerous). If you tell her to stay
behind, she'll be upset with you. Bear in mind, that if you decide to take her
to Crawford, she will come in handy at one point as she has the opportunity to
save someone's life, an opportunity easily failed if Lee is alone. The choice
is yours.
Outisde, Kenny gives you some bad news: even with the boat up and running,
it won't hold everyone. You'll have to make a decision at some point regarding
who to leave behind!
Vernon approaches the group, bringing the girl from the sewers with him
(Brie). You get a dialogue option:
-------------------------------------
| TIMED QUESTION | Asked by: VERNON |
|-------------------------------------------------------------------
| "This is Brie, she can help us." |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------|--------------------------------------------|
| The more the better. | * BRIE APPRECIATES YOUR SUPPORT * |
|----------------------|--------------------------------------------|
| We don't need her. | * VERNON DIDN'T APPRECIATE WHAT YOU SAID * |
|----------------------|--------------------------------------------|
| How? | Unimportant response. |
|----------------------|--------------------------------------------|
| ... | Unimportant response. |
-------------------------------------------------------------------
If you chose to leave Clementine behind, she will ask you what she should do
if anything bad happens at the house. You get to make a choice:
----------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|----------------------------------------------------------------------
| "What do I do if something happens while you're gone?" |
|----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------------|-----------------------------------------|
| [Give her a gun] | * YOU TRUSTED CLEMENTINE WITH THE GUN * |
|----------------------------|-----------------------------------------|
| [Tell her to run and hide] | * YOU DECIDED TO KEEP THE GUN * |
----------------------------------------------------------------------
With that, the group makes the risky but necessary trip to Crawford.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 5 |
| GEORGIA'S LAST CITY, BATTERY, FUEL & MEDICINE | (WD7.5)
----------------------------------------------------------------------
----------------------------------------------------------------------
Vernon leads the group through the sewers. The plan is to stay quiet, hidden,
and together. Lee begins to climb the ladder, which should lead them straight
to Crawford. Hover your cursor over the manhole and press A to open it.
Make Lee go forward to exit to the streets above.
The group sneaks straight for cover against a shadowy wall, but something
isn't right. As Vernon points out - surely there should be guards patrolling?
Just as he says the words, Christa points out a man in a bandana a few
yards away.
* THE GAME WILL AUTOSAVE HERE *
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
Lee and Kenny now need to sneak up on the guard to "deal with him".
1) Press forward on your left control stick to make Lee sneak up to the
guard.
As Lee approaches, his weapon raised, the guard turns around with a groan...
A Walker! But Crawford's supposed to be the safest place in Savannah...
2) Hover your cursor over the Walker and press A to jam the weapon into its
skull.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
All that noise attracted many more Walkers around you. Things are NOT going
as planned. With no other choice, the group runs straight for the school,
slamming the doors behind them.
----------------------------------
| TIMED QUESTION | Asked by: KENNY |
|---------------------------------------------------------------------
| "Do you think they saw us?" |
|--------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------|------------------------------------------------|
| Definitely. | If you have Clementine: * YOUR ANSWER SCARED |
| | CLEMENTINE A LITTLE * |
| | If you don't have Clementine: * YOUR ANSWER |
| | FREAKED BEN OUT * |
|-------------------|------------------------------------------------|
| No idea. | If you have Clementine: * YOUR ANSWER SCARED |
| | CLEMENTINE A LITTLE * |
| | If you don't have Clementine: * YOUR ANSWER |
| | FREAKED BEN OUT * |
|-------------------|------------------------------------------------|
| I don't think so. | Unimportant response. |
|-------------------|------------------------------------------------|
| ... | * KENNY NOTICED YOUR SILENCE * |
--------------------------------------------------------------------
The group have a small discussion about what could have happened here; Molly
has it down to a T: the dead won, like they always do. Ben starts wussing
out in the background, but Vernon thinks we can use the situation to our
advantage. Answer his dialogue option however you see fit.
Brie leads the group to a classroom. It looked like the habitants of
Crawford were using this as a command centre! There is a door at the back
of the room marked "Armoury", but it's locked (of course). Brie begins to
plan out where the group should look - make Lee ask her where Fuel, Battery
and Medicine is and everyone will be split into groups. Christa and Vernon
look for medicine at the Nurse's Station. Molly says that they were using that
room as an infirmary. But how would she know that?
Kenny and Brie set off for the maintenance shed in the yard in search of fuel.
Ben offers to help them, but Kenny orders him to stay behind and try to figure
out a way into the armoury.
Which leaves Lee and Molly to find the battery in the autoshop. Everyone else
leaves the room.
At this point, if you have Clementine with you, she will ask what she can do
to help. Cleverly, Lee tells her to stay behind and keep watch on Ben, to
make sure he doesn't screw up. Mollified, Clementine sits back on her chair.
Talk to Clementine again. She'll give you two dialogue options, but what you
say doesn't even matter - it's just a bit of conversation to give the game a
bit more meaning.
Before you leave, go over and talk to Ben in the corner of the room.
--------------------------------
| TIMED QUESTION | Asked by: BEN |
|------------------------------------------------------------
| "Just once, I'd like to do something useful, you know?" |
|------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------|----------------------------|
| Okay, I'll let you get to it. | Unimportant response. |
|-------------------------------|----------------------------|
| That'd make a nice change. | * BEN WILL REMEMBER THAT * |
|-------------------------------|----------------------------|
| You're plenty useful. | Unimportant response. |
|-------------------------------|----------------------------|
| ... | * BEN WILL REMEMBER THAT * |
------------------------------------------------------------
Ben decides he wants to tell Kenny that the deaths of Katjaa and Duck were his
fault, as the guilt is eating him up inside. Say what you like to Ben - none
of the dialogue options offered makes a difference.
No matter what you say, Ben will walk away from the conversation to return to
the armoury door. You can now leave the classroom.
Out in the corridor, head to the end of the corridor and past the double doors
where you entered the building from. You'll see Molly at the end of the
corridor - she goes right at the T-section. Follow her and go through the
door at the end.
You'll find yourself in a back alley outside the school - alone. Go left
and take the first turning, towards the little hut. As you get near the hut,
a shadow passes over the front of the screen. You could go back to investigate
but I can tell you now, you won't find anything. Simply carry on into the hut
since all other options lead to dead ends.
In the hut, look upwards and hover your cursor over the opening in the roof.
Press Y to make Lee examine it. Then press A on the shelves in front of you
to make Lee climb them. This gets you onto the roof - Lee automatically
jumps down to the other side of the fence.
You're now outside the autoshop. Press A on the garage door to try to open it.
Lee will fail. You should now go to the end of the alley. Examine the fence
to see that there are Walkers on the other side. Head back to the garage
for a surprise!
A Walker wearing medical scrubs falls from the roof. As Lee goes to examine
it, Molly yells at him to leave the Walker alone and jumps down from the roof.
Say what you like to her, it doesn't really matter what you say. She suddenly
starts beating on the zombie - REALLY kicking the crap out of it with pure
rage. When prompted, say what you like - again, it doesn't make a difference
what you say.
Once Molly's finished with the Walker, the pair turn their attention to the
garage door. Molly, as luck would have it, randomly finds something they can
jack the door open with. Right at that moment, the Walkers on the other side
of the fence notice you both and start pushing the fence over! Press A
repeatedly until the garage door is lifted enough for Molly and Lee to get
under.
Hidden away, but not safe and sound, Molly and Lee hide on the other side of
the garage door. Molly stands guard, so it's up to Lee to try and find a
battery. Talk to Molly if you want; she doesn't give you anything except
blatant lies and defensive answers though.
You can open the hood of the truck next to you if you like, but someone
already took THAT battery. Head left and try and reach the red car; Lee will
try to reach into thhe hood but isn't tall enough. Looks like we're bringing
it down.
Now examine the Hydraulic Hose, before trying to switch on the Lift Panel.
There's no power to it, so we need another solution. Talk to Molly and ask if
you can borrow her hook. She begrudgingly gives it to you.
Use the hook - or Hilda, as it's now named - on the Hydraulic Hose.
* THE GAME WILL AUTOSAVE HERE *
The car begins to slowly lower... before coming to the ground with a great
crash! The Walkers are aware of you again, and time is of the essence - you
need to get that battery, and get out!
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) First, you need to unscrew the negative and positive terminals (the two
things on the bottom corners of the battery). Each one needs unscrewing
twice in order to remove it, so click on the left terminal twice to
remove it, and repeat with the one on the right.
2) Now pick up the battery in order to progress. Simply click on it to
take it. Lee puts it in Molly's backpack for safekeeping.
3) The Walkers are climbing under the door, so we can't get out that way.
Press A on the truck to make Lee climb it.
4) Hover your cursor over the skylight above you and make Lee shoot it.
5) Hover your cursor over Molly's hand to grab it - she pulls Lee to the roof.
6) On the rooftop, Molly jumps across. Now it's Lee's turn. (Say whatever you
like to the dialogue option.) He does a running jump towards Molly and the
opposite rooftop - as he runs, hover your cursor over Molly's outstretched
hand and press A to make Lee grab it.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* THE GAME AUTOSAVES NOW *
Lee jumps through the hole in the roof back into the corridors of Crawford's
main building. Molly, however, decides she needs to leave to do something and
runs off, taking the battery with her. What a cow.
You could head left round the corner to talk to Vernon and Christa if you
like, but they'd just ask to be left to work in peace. Instead, head down the
long hallway back towards the classroom where Ben and Clementine are. As you
do so, Kenny and Brie come bursting through the double doors on the left,
chased by Walkers and asking for help. They attempt to close the double doors
on the horde but struggle.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Press A repeatedly, then press the next indicated button once to make Lee
help them close the doors.
2) The doors won't close because that Walker's face is in the way! Hover your
cursor over it and press A to shoot.
3) The doors close, but they won't stay shut. Look for something to bar them
shut with. Hover you cursor over the HATCHET on the floor and press A
to pick it up.
4) Press A repeatedly, then press the next indicated button once. This makes
Lee put the hatchet through the handles of the door, holding it firmly
shut and allowing the others to let go.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lee and Kenny carry the tanks of fuel back to the classroom, where they are
greeted by either Clementine or Ben, depending on who you have. Ben is
still struggling to get the armoury open, so Kenny goes over to help him.
Take a breather. First, talk to Brie. Depending on how you treated Vernon and
the cancer survivors earlier, she will either be happy you're working with
them (in which case you'll get to ask her some more personal questions),
or will be unwilling to talk to you (in which case, * BRIE STILL DOESN'T TRUST
YOU *).
If you have her, you have the option to talk to Clementine. She has nothing
important to say though. You can also talk to Ben, but nothing interesting
happens.
Head back out into the corridor and round the corner. Ignore the Walkers still
trying to break in, and go to the very end of the corridor. At the T-junction,
turn left to where Christa and Vernon were. To Lee's horror, there are now
SIX Walkers outside the door, and Vernon and Christa are trapped inside.
(How the Walkers got in, I do NOT know.)
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Make Lee peer over the top of his hiding place, choose your target, and
shoot. All the other Walkers will turn towards Lee, and the view will
change to first person.
2) Shoot the Walkers as quickly as you can as they walk towards you. They
should all be a one-hit-kill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lee enters the Nurse's Station to find Vernon and Christa hiding. They've
found the medicine, but it's all hidden in a cabinet which needs a combination
code to open it. You get a dialogue option in which you can make Lee suggest
a way of opening the cabinet, but in the end you all agree on finding the
code.
You can talk to Christa if you like. Nothing you can say to her makes a
difference though. Head over to Vernon and take the Medical File from the
desk. Inside is a TAPE, which Lee takes. You can also talk to Vernon if you
like, but nothing he says matters.
Go over to Christa's side of the room and use the TAPE in the Camcorder.
Watch the video to realise that the doctor shown is the Walker that Molly beat
the shit out of earlier.
You now need to find that same Walker. Head back out into the corridor, go
all the way to the right and use the door to get outside. Like we did before,
head down the middle alleyway towards the little hut, which you should then
enter. Something's different this time, though!
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
Press A repeatedly, then press the next indicated button once.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
A TV falls on the Walker's head, anvil-falling-from-the-sky style! Well, that
was easy. Click on the shelf to make Lee climb up onto the roof and hop
over the fence. The Walker we're after, the one wearing medical scrubs,
is still alive, believe it or not. Walk over to it and make Lee stomp on its
head. We now need to search it in order to pick up another TAPE and a piece
of paper with a CODE on it. This isn't the code for the meds cupboard though,
as there are too many numbers.
More Walkers approach, and Lee automatically heads back inside. Go round the
corner, and head back towards the Nurse's Station. On the way, you'll see a
locker with some bloody handprints on it. Use the CODE you just found on this
locker and Lee will take out a final TAPE. Go round the corner and into the
Nurse's Station.
When you enter the room, Lee will play the TAPE straight away. It shows the
same people as before - we get the combination for the cupboard, and also find
out how the Crawford outbreak started. After the video stops playing, Christa
suddenly breaks down into tears. Say what you like - as usual, it doesn't
really matter.
Vernon gets the medicine out of the cupboard, and both he and Christa head
back to the classroom by themselves. This leaves Lee to look at the final TAPE
himself if you want to.
If you decide to watch the final TAPE, you'll see a shocking video in which
we see Molly - yes, Molly, in Crawford's Nurse Station - having sexual
relations with the doctor in exchange for medicine for her sister's medical
condition. "Well, shit" indeed, Lee.
Head back out into the corridor.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 6 |
| BEN SCREWS UP & FOR WHOM THE BELL TOLLS | (WD7.6)
----------------------------------------------------------------------
----------------------------------------------------------------------
As you round the corner and head past the hole in the ceiling, Molly jumps
through it and joins you. She gives Lee back the car battery (which he
mysteriously manages to fit into his pocket).
You now have the chance to choose whether or not to confront her about
Crawford.
NOTE - If you did not view the third tape, then you will not get either of
these dialogue options, nor will you get to hear Molly's story.
----------------------------------
| TIMED QUESTION | Asked by: MOLLY |
|-----------------------------------------------------------------------
| "Nothing." |
|-----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------|----------------------------------------|
| Forget it, let's just go. | * YOU DROPPED THE SUBJECT * |
|------------------------------|----------------------------------------|
| I know you're from Crawford. | * YOU CONFRONTED MOLLY ABOUT HER LIE * |
|------------------------------|----------------------------------------|
| You lied to me. | * YOU CONFRONTED MOLLY ABOUT HER LIE * |
|------------------------------|----------------------------------------|
| ... | * YOU LET IT GO * |
-----------------------------------------------------------------------
If you do confront Molly, she will explain that she used to live in Crawford
with her 14-year-old sister. However, her sister was diabetic, and when the
leaders of Crawford discovered this, they dealt with her like they dealt with
everyone else. You then get this dialogue option:
----------------------------------
| TIMED QUESTION | Asked by: MOLLY |
|----------------------------------------------------------------
| "This is all I have left of her." |
|----------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------|-----------------------------------------------|
| I understand. | * MOLLY APPRECIATES YOUR SYMPATHY * |
|----------------|-----------------------------------------------|
| I don't care. | * YOU BLEW MOLLY OFF * |
|----------------|-----------------------------------------------|
| Let's just go. | * YOU GENTLY CHANGED THE SUBJECT * |
|----------------|-----------------------------------------------|
| ... | * YOU SAID NOTHING TO MOLLY ABOUT HER STORY * |
----------------------------------------------------------------
Whether you confront Molly or not, the pair make their way back to the
classroom together.
* THE GAME WILL AUTOSAVE NOW *
However, on the way back, the school's belltower will start to ring. Ben comes
jumping out from round the corner, holding a suspiciously familiar-looking
hatchet. He nearly brains Lee with it, before realising there are no
hostiles around. Say whatever you like to the dialogue option.
Realisation dawns over Lee as Ben tells him he found the hatchet stuck in a
door. At that very moment, the Walkers burst through the double doors and
flood into the hallway! Molly runs over to fight the Walkers, but one of
them grabs hold of her and she struggles with it.
-----------------------------------------------------------------------------
| IF YOU DON'T HAVE CLEMENTINE WITH YOU |
| |
| It's down to Lee and the best aim you can muster to save Molly. The view |
| goes into first person mode, and you have about 10 seconds and as many |
| bullets as you need to shoot the walker. I have to admit, I found it |
| pretty difficult to hit the walker. You have to remember to AIM for the |
| head - no matter how accurate your shot, you will simply miss if you aim |
| for the body alone. |
| |
| 1) YOU SHOOT THE WALKER |
| Molly is very grateful to you for saving her, and accompanies you back |
| to the classroom. |
| * YOU SAVED MOLLY'S LIFE * |
| |
| 2) YOUR SHOT MISSES THE WALKER |
| Molly gets overwhelmed by the Walkers and does not accompany you back |
| to the classroom. Her fate is unknown. |
| * YOU LEFT MOLLY BEHIND * |
| |
| 3) YOU SHOOT MOLLY |
| The bullet goes into Molly's shoulder; she does not accompany you back |
| to the classroom. Her fate is unknown. |
| * YOU SHOT MOLLY! * |
| |
------------------------------------------------------------------------------
------------------------------------------------------------------------------
| IF YOU BROUGHT CLEMENTINE WITH YOU |
| |
| The view goes into first person mode, and you have one shot at the Walker, |
| but it doesn't really matter. If you have Clem, Lee will ALWAYS miss the |
| Walker (I tried a grand total of five times - it is simply not possible) |
| and Clementine will automatically shoot it. If you wait for just two |
| seconds, Clem shoots it anyway. |
| |
------------------------------------------------------------------------------
With or without Molly, Lee heads back to the classroom with everyone else.
Brie holds the door shut, and Kenny starts hacking down the door to the
armoury. Unfortunately, Ben sees this as the perfect moment to confess to
everyone that everything - the deaths of Katjaa, Duck and Carley/Doug - is
his fault. You get a dialogue option.
------------------
| TIMED QUESTION |
|-------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|------------------------------|------------------------------|
| Ben, shut up! | * YOU TRIED TO STOP BEN * |
|------------------------------|------------------------------|
| Fine, tell them. | * YOU TOLD BEN TO CONFESS * |
|------------------------------|------------------------------|
| We don't have time for this. | * YOU TRIED TO STOP BEN * |
|------------------------------|------------------------------|
| ... | * YOU LET BEN KEEP TALKING * |
-------------------------------------------------------------
Luckily, Kenny gets the door down before Ben finishes his confession. The
expression on his face says it all though, and he jumps at Ben. Vernon and Lee
hold him back, and you get another dialogue option.
----------------
| TIMED QUESTION |
|--------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|---------------------|----------------------------------|
| Kenny, calm down! | * YOU TRIED TO CALM DOWN KENNY * |
|---------------------|----------------------------------|
| It was a mistake. | * YOU DEFENDED BEN * |
|---------------------|----------------------------------|
| Kick his ass later! | * YOU SIDED WITH KENNY * |
|---------------------|----------------------------------|
| ... | * YOU SIDED WITH KENNY * |
--------------------------------------------------------
Kenny calms down enough to stop struggling, but continues to scream at Ben.
You get another dialogue option in regards to whether or not to let Ben on the
boat - say what you like.
For the second time in as many episodes, the group decides to vote whether or
not to leave Ben behind. Christa votes that they leave him.
If you have Clementine in the party, she comes forward and asks if she gets
a vote - you get a dialogue option. If you don't have Clem, just skip to
Lee's vote instead.
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|----------------------------------------------------------------------
| "Wait! Don't I get a vote?" |
|----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------|--------------------------------------------------|
| Of course you do. | Clementine gives her opinion, causing Christa to |
| | take back her original vote to leave Ben. |
|-------------------|--------------------------------------------------|
| No. | Clementine looks upset and angry, but the games |
| | doesn't tell you that this is an important |
| | decision, so don't take it as such. |
----------------------------------------------------------------------
Now it's Lee's turn to vote.
----------------
| TIMED QUESTION |
|------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------|---------------------------------------------|
| I abstain. | * YOU ABSTAINED FROM VOTING * |
|--------------------|---------------------------------------------|
| We cut him loose. | * YOU VOTED AGAINST BEN * (Clementine looks |
| | appalled if she's still with you) |
|--------------------|---------------------------------------------|
| Ben stays with us. | * YOU VOTED FOR BEN * (Makes Clementine |
| | happy if she's with you) |
|--------------------|---------------------------------------------|
| ... | * YOU ABSTAINED FROM VOTING * (Clementine |
| | looks angry if she's still with you) |
------------------------------------------------------------------
Brie begins to ask if the rest of them get to vote, but before she can finish
her sentence a Walker smashes its hand through the window, grabs her and
bites into her neck. Brie meets a gruesome death as the Walkers pull out her
intestines. This is the group's cue to move on!
The armoury door doesn't shut behind you, so the group needs to move fast.
They go down the stairs in an attempt to get out of the building, but Walkers
come bursting through the door at the bottom. Looks like it's time to head to
the top of the bell tower. The rest of the group runs for it; Kenny just has
time to throw Lee a gun before he joins them. It looks like it's up to Lee
to save the day - again.
Your objective is to make it to the top of the tower at the same time as
shooting any Walkers coming behind you. This is relatively straightforward
to start with, but becomes a little more tricky in the middle.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) At the same time as pushing the left stick to make Lee move backwards
(up the stairs, away from the Walkers), you must use your cursor to hover
over the advancing Walkers and press A to shoot. You must be VERY quick as
you can't shoot multiple Walkers with one bullet, and must reload after
each shot. Always aim for the Walker closest to you. You should be able
to shoot 6 Walkers before the next phase.
NOTE - If you miss your first shot, you're definitely going to die as you
don't have enough time to reload before the nearest Walker is on you.
2) Lee's leg becomes trapped in a step! You now need to divide your attention
between the advancing Walkers, and pulling your leg free. Immediately pull
at your leg once by hovering your cursor over it and pressing A.
3) Quickly look up and shoot the next two Walkers.
4) Look back at your leg and press A on it - you have enough time to do this
twice.
5) Shoot the next two Walkers.
6) Look back at your leg and pull it one final time.
Christa shoots a few Walkers that are in front of Lee, before she moves
further up the bell tower.
7) Lee now brings out his hatchet, and will automatically start moving up the
tower by himself. All you need to do is hover your cursor over the Walkers
in front of you and press A to kill them. There are six of these in all.
8) The final Walker grabs Lee's gun as it falls off the edge. Press the A
button to shoot it to the ground.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lee joins the group at the top of the tower and asks if there is a way out.
There is an open window with a ladder leading back to the ground outside the
building. Vernon stops to ask if you guys arrived in town by train. What a
strange question to ask - but if you think about it hard enough (especially if
you're a fan of the comics) you'll be able to figure out why he's asking.
The group starts to escape down the ladder. Lee and Ben are the only ones left
in the tower. Lee urges Ben to go down the ladder quickly. At that second,
the bell in the tower starts to ring. It is revealed that a Walker is hanging
from the bell, which is swinging.
(NOTE - The hanging walker is actually C. Oberson, the man who led Crawdford!)
"Ask not for whom the bell tolls..."
The bell swings forward, and in artful slow motion, the Walker clamps its
arms around Ben.
"...It tolls for thee."
You need to act now. Quickly, hover your cursor over the Walker and shoot it!
------------------------------------------------------------------------------
| |
| IF YOU FAIL TO SHOOT THE WALKER, the rope attached to it will snap and it |
| will drag Ben all the way to the bottom of the tower with him, where his |
| legs break beneath his weight. What happens next is exactly how Ben told |
| us he DIDN'T want to die - he gets devoured by Walkers. This is NOT a game |
| over scene - the game and future episodes will carry on without Ben. |
| |
| * YOU LET BEN DIE * |
| |
------------------------------------------------------------------------------
The Walker falls down the tower, but it nearly drags Ben with it. Ben begins
to fall down the middle, but Lee grabs him just in time. The Walkers are
climbing the stairs as Lee struggles to pull Ben up.
And this is the point where Ben gives up completely. Looking at the Walkers
approaching, and thinking back on all the things he's done, he requests that
Lee lets him go. You must now make an important decision.
--------------------------------
| TIMED QUESTION | Asked by: BEN |
|-------------------------------------------
| "Let me go." |
|-------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------|--------------------------|
| [Pull him up.] | * YOU SAVED BEN'S LIFE * |
|----------------|--------------------------|
| [Let him go.] | * YOU LET BEN GO * |
-------------------------------------------
Make your choice. With or without Ben, Lee escapes from the bell tower.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 7 |
| BEDSIDE MANOR & PENULTIMATE | (WD7.7)
----------------------------------------------------------------------
----------------------------------------------------------------------
Back at the manor... Things can go differently depending on whether or not
you have Clementine with you. If you left her behind, check the next two boxes
to see which applies to you. If you brought her with you to Crawford, simply
skip the boxes.
------------------------------------------------------------------------------
| |
| IF YOU LEFT CLEMENTINE BEHIND AND GAVE HER A GUN |
| |
| The first thing the group finds is the body of a Walker on the ground - |
| shot through the head. Floorboards creak from the landing above... and |
| Clementine comes bounding down the stairs, alive and well! She hugs Lee, |
| but the moment is somewhat broken when she asks that very familiar |
| question: |
| |
| ---------------------------------------- |
| | TIMED QUESTION | Asked by: CLEMENTINE | |
| |----------------------------------------------------------- |
| | "Did you find my parents?" | |
| |-----------------------------------------------------------| |
| | YOUR ANSWER | OUTCOME | |
| |---------------------|-------------------------------------| |
| | No, we didn't. | * YOU WERE HONEST WITH CLEMENTINE * | |
| |---------------------|-------------------------------------| |
| | There wasn't time. | * YOU WERE HONEST WITH CLEMENTINE * | |
| |---------------------|-------------------------------------| |
| | What happened here? | * YOU AVOIDED HER QUESTION * | |
| |---------------------|-------------------------------------| |
| | ... | * YOU AVOIDED HER QUESTION * | |
| ----------------------------------------------------------- |
| |
| Clementine then reveals what happened while you were gone. It's very |
| simple: a Walker managed to get into the house and tried to get upstairs |
| (not sure how though, so possibly the manor isn't as safe as we thought) |
| and Clementine shot it. At this point, Christa goes rushing upstairs to |
| check on Omid and everyone else joins her. |
| |
| If Molly is dead, Clementine will give you another dialogue option: |
| |
| ---------------------------------------- |
| | TIMED QUESTION | Asked by: CLEMENTINE | |
| |----------------------------------------------------------------- |
| | "Where's Molly?" | |
| |-----------------------------------------------------------------| |
| | YOUR ANSWER | OUTCOME | |
| |----------------------|------------------------------------------| |
| | [Lie] | * YOU LIED TO CLEMENTINE ABOUT MOLLY * | |
| |----------------------|------------------------------------------| |
| | [Change the subject] | * CLEMENTINE NOTICED YOU DIDN'T ANSWER * | |
| |----------------------|------------------------------------------| |
| | [Tell the truth] | * YOU WERE HONEST ABOUT MOLLY * | |
| |----------------------|------------------------------------------| |
| | ... | * YOU AVOIDED HER QUESTION * | |
| ----------------------------------------------------------------- |
| |
| After this conversation, Lee and Clementine join the others upstairs. |
------------------------------------------------------------------------------
------------------------------------------------------------------------------
| |
| IF YOU LEFT CLEMENTINE BEHIND BUT TOLD HER TO RUN AND HIDE |
| |
| The group finds the manor empty and quiet. Lee calls out for Clementine, |
| and hears a noise from the cupboard next to him. You get a dialogue |
| option, but say what you like. No matter what you say, there will be no |
| response. Lee has to open the door by himself. Slowly does it... |
| |
| A Walker comes screaming out of the closet - but Kenny shoots it within a |
| second! What was it doing in there - we checked this closet earlier on? |
| Lee calls for Clementine again - and this time gets a response! She comes |
| bounding down the stairs to greet Lee, and you're presented with a |
| dialogue option. |
| |
| ---------------------------------------- |
| | TIMED QUESTION | Asked by: CLEMENTINE | |
| |----------------------------------------------------------- |
| | "Did you find my parents?" | |
| |-----------------------------------------------------------| |
| | YOUR ANSWER | OUTCOME | |
| |---------------------|-------------------------------------| |
| | No, we didn't. | * YOU WERE HONEST WITH CLEMENTINE * | |
| |---------------------|-------------------------------------| |
| | There wasn't time. | * YOU WERE HONEST WITH CLEMENTINE * | |
| |---------------------|-------------------------------------| |
| | What happened here? | * YOU AVOIDED HER QUESTION * | |
| |---------------------|-------------------------------------| |
| | ... | * YOU AVOIDED HER QUESTION * | |
| ----------------------------------------------------------- |
| |
| Clementine will tell you what happened - basically, a Walker managed to |
| into the manor (somehow) and tried to get upstairs. Clem "took care of it" |
| (not really sure how she managed to get it into the cupboard!). |
| |
| Alarmed at the news that a Walker tried to get upstairs, Christa runs to |
| check on Omid. The rest of the group join her. |
| |
| ---------------------------------------- |
| | TIMED QUESTION | Asked by: CLEMENTINE | |
| |----------------------------------------------------------------- |
| | "Where's Molly?" | |
| |-----------------------------------------------------------------| |
| | YOUR ANSWER | OUTCOME | |
| |----------------------|------------------------------------------| |
| | [Lie] | * YOU LIED TO CLEMENTINE ABOUT MOLLY * | |
| |----------------------|------------------------------------------| |
| | [Change the subject] | * CLEMENTINE NOTICED YOU DIDN'T ANSWER * | |
| |----------------------|------------------------------------------| |
| | [Tell the truth] | * YOU WERE HONEST ABOUT MOLLY * | |
| |----------------------|------------------------------------------| |
| | ... | * YOU AVOIDED HER QUESTION * | |
| ----------------------------------------------------------------- |
| |
| After this conversation, Lee and Clementine join everyone else upstairs. |
| |
------------------------------------------------------------------------------
In Omid's room, Christa looks upset and Lee asks what's wrong. Christa runs
over to Omid, who doesn't stir. You get a dialogue option but nothing you say
makes a difference.
However, there was no need to worry: Omid is alive, although not entirely
well. Vernon gives him his medicine, and says he'll stick around for a bit
longer in order to make sure Omid's okay.
If you chose to let Ben die earlier on, Omid will ask where he is. Kenny,
in front of Clementine and in harsh terms, tells Omid that Lee killed Ben.
Clementine runs from the room, aghast. You received a dialogue option in which
you can either reprimand Kenny or take a more passive approach. It honestly
doesn't matter what you say though.
Vernon now asks to speak to Lee in private. They go into the corridor. You
get a dialogue option - say what you like. His response is completely
different depending on whether or not you were kind to him and his people
in the sewers.
Vernon makes Lee an offer that I'm sure will take you by surprise. He says
he wants to take Clementine with him.
-----------------------------------
| TIMED QUESTION | Asked by: VERNON |
|-----------------------------------------------------------------------
| "She'll be safe with us." |
|-----------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-----------------------------|-----------------------------------------|
| Walk away, Vernon. | * YOU TOLD VERNON OFF * |
|-----------------------------|-----------------------------------------|
| I need to think about this. | * YOU CHOSE NOT TO GIVE HIM AN ANSWER * |
|-----------------------------|-----------------------------------------|
| You have a point. | * YOU AGREED WITH VERNON * |
|-----------------------------|-----------------------------------------|
| ... | * YOU CHOSE NOT TO GIVE HIM AN ANSWER * |
-----------------------------------------------------------------------
Choose what you're going to say to him. Vernon will walk away for now, no
matter what you say.
------------------------------------------------------------------------------
| |
| If Molly is still with the party, she will say her goodbyes now. Say what |
| you like for the dialogue option. Molly leaves the manor for good. |
| |
| NOTE - Molly will only give Lee a hug before she leaves if you: |
| A) Watched the tape and confronted Molly about it, and were also |
| sympathetic towards her situation |
| AND/OR |
| B) Didn't have Clementine with you at Crawford and successfully |
| saved Molly from the Walker attack. |
| |
------------------------------------------------------------------------------
Lee now goes to speak to Clementine. You get some dialogue with her. Say what
you like for the dialogue option regarding to where you will go now.
Clem will now give you a dialogue option that is different depending on
whether or not Ben is still with you. Say what you like either way.
And now for the big one. You've answered it many times, but how will you
answer it this time, now that we're so close to being able to escape?
---------------------------------------
| TIMED QUESTION | Asked by: CLEMENTINE |
|--------------------------------------------------------------
| "Before we leave tomorrow, will we have time to look for my |
| parents?" |
|--------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------|-------------------------------------|
| There may not be time. | * YOU WERE HONEST WITH CLEMENTINE * |
|------------------------|-------------------------------------|
| Yes. [LIE] | * YOU LIED TO CLEMENTINE * |
|------------------------|-------------------------------------|
| No. Let it go. | * YOU WERE HONEST WITH CLEMENTINE * |
|------------------------|-------------------------------------|
| ... | * YOU AVOIDED HER QUESTION * |
--------------------------------------------------------------
No matter what you say to her, Clementine will get very upset and start to
cry. You get the option to reach out or say something to her, but she will
always turn away from Lee. Ouch...
Out of guilt and compassion, Lee leaves the walkie-talkie on the sofa for
Clementine to have one last pretend conversation with her parents. He sits
on the sofa and falls asleep...
When he wakes up, it's getting dark outside. In sleepy, uncomprehending
horror, he realises that both Clementine and the walkie-talkie are gone.
No one is to be seen, so he heads outside, calling Clementine's name.
On the floor near the fence at the far end of the garden lies CLEMENTINE'S
HAT. Pick it up.
Lee hears static nearby. He jumps the fence and follows the noise round to
some cardboard boxes. There are two ways to go about this now, but they both
end the same way:
1) Instead of picking up the WALKIE TALKIE, examine the trash. Lee will
pull back the cardboard... and a Walker will leap out at him! Push your
joystick to the right to bash it against the wall, then hover your cursor
over its head and press A to stomp on it.
2) Pick up the WALKIE TALKIE. Lee will reach for it, but a Walker leaps out
from the cardboard and attacks him! Simply hover your cursor over the
Walker's head and press A to stomp on it.
Lee holsters the WALKIE TALKIE and notices that he dropped Clem's hat.
He picks it up again - only now, there's blood smeared on it. Lee whispers
to himself in horror, but its not Clementine's blood. The camera slides round
to reveal that there is now a bloody bite mark on Lee's wrist.
Christa, Omid, Kenny and (if he's alive) Ben come outside looking for Lee.
You must now make a series of decisions that will affect the final Episode.
Each character will make the decision whether to come with Lee to look for
Clementine or not. Depending on your decisions from previous episodes, they
may decide not to join you at all. You also get the option to go alone. Here
is a chart to tell you the specifications for getting someone to come with
you.
----------------------------------------------------------------------------
| CHARACTER | FOR THEM TO STAY WITH YOU | FOR THEM TO STAY BEHIND |
|------------------|---------------------------|---------------------------|
| Omid and Christa | Show them your bite. | Do NOT show them your |
| | Or tell them about it when| bite, and do not tell them|
| | given a second chance. | about it when given a |
| | | second chance. |
| | | OR |
| | | Say "I'll go alone." |
| | | |
| | | NOTE - If you treated |
| | | Omid and Christa really |
| | | well in Episodes 3 and 4 |
| | | then they'll come with you|
| | | even if you hide the bite.|
| | | The only fool-proof way to|
| | | get them to stay behind is|
| | | to tell them you're going |
| | | alone. |
|------------------|---------------------------|---------------------------|
| Kenny | You must have done both | You must have done all or |
| | of these: | the majority of these: |
| | | |
| | 1) Save Duck on Hershel's | 1) Save Shawn instead of |
| | farm. | Duck on Hershel's farm |
| | 2) Side with Kenny in the | 2) Side with Larry in the |
| | drugstore. | drugstore. |
| | | 3) Refuse to kill Larry |
| | 3) Do whatever you like | in the meat locker. |
| | in the meat locker - | |
| | as long as you've helped | OR, say "I'll go alone." |
| | Duck, you have the option | |
| | to make Kenny change his | |
| | mind. | |
|------------------|---------------------------|---------------------------|
| Ben | Save Ben's life in | Let Ben die in Crawford. |
| | Crawford. | OR |
| | Do NOT ask him to stay | Ask him to stay behind |
| | behind with the boat. | with the boat. |
| | OR | OR |
| | Show confidence in him | Say "I'll go alone." |
| | throughout all episodes. | OR |
| | | Lack confidence in him |
| | | throughout all episodes. |
----------------------------------------------------------------------------
You need to make a decision whether or not to show the group your bite. Bear
in mind the chart above.
------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|-------------|----------------------------------------|
| [HIDE BITE] | * YOU CHOSE TO CONCEAL YOUR BITE * |
|-------------|----------------------------------------|
| [SHOW BITE] | * YOU CHOSE NOT TO CONCEAL YOUR BITE * |
------------------------------------------------------
Make your choice. Whether you tell them about the bite or not, Lee tells the
group that Clementine has gone missing and that he needs to look for her.
------------------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|-----------------------------|------------------------------------------|
| I need help to find her. | Prompts the others to either offer or |
| | refuse to help. |
|-----------------------------|------------------------------------------|
| I don't know what to do. | Prompts the others to either offer or |
| (Option only avilable if you| refuse to help. |
| showed your bite.) | |
|-----------------------------|------------------------------------------|
| I'll go alone. | Irreversible - Lee will begin Episode 5 |
| | on his own. |
|-----------------------------|------------------------------------------|
| ... | Prompts the others to either offer or |
| | refuse to help. |
|-----------------------------|------------------------------------------|
| You should know I'm bitten. | * YOU CHOSE TO TELL THE TRUTH ABOUT YOUR |
| (Option only available if | BITE * |
| you chose to conceal your | Prompts the others to either offer or |
| bite.) | refuse to help. |
------------------------------------------------------------------------
At this point, if you asked for help, Christa and Omid will either agree to
come with you, or choose to stay at the manor. This depends on whether or not
you showed them your bite. For more details, consult the chart above.
If Christa and Omid offer to join you, you get a dialogue option. No matter
what you say, they will always choose to come with you. If they refuse to
come with you, you get a different dialogue option. Again, there is no way to
make them change their mind, so say what you like.
Lee now turns his attention to Kenny. Depending on your actions in previous
episodes, Kenny will either agree to come with Lee, or refuse due to the
fact that Lee hasn't had his back. For information on which decisions cause
Kenny to join you, consult my chart above.
If Kenny decides to join Lee, you don't get a dialogue option - he's coming
with you, and that's that.
If Kenny decides NOT to join Lee, you get a dialogue option. Say what you
like as it won't make any change to his decision.
----------------------------------
| TIMED QUESTION | Asked by: KENNY |
|------------------------------------------------------------------------
| "Would you be there for me? 'Cos there've been plenty of times when |
| you ain't been. |
|------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------|---------------------------------------------|
| Go fuck yourself. | * YOU TOLD KENNY OFF * Kenny will NOT join |
| | you at the beginning of Episode 5. |
|--------------------------|---------------------------------------------|
| Kenny, I NEED you. | Kenny will NOT join you at the beginning of |
| | Episode 5. |
|--------------------------|---------------------------------------------|
| Clementine is my family. | If you looked out for Katjaa and Duck in |
| | previous episodes, Kenny will change his |
| | mind, and he WILL join you at the start of |
| | Episode 5. |
| | If you didn't look out of Katjaa and Duck in|
| | previous episodes, Kenny will NOT join you |
| | at the beginning of Episode 5. |
|--------------------------|---------------------------------------------|
| ... | Kenny will NOT join you at the beginning of |
| | Episode 5. |
------------------------------------------------------------------------
Finally, if Ben's still alive, Lee turns his attention to Ben and asks what
he wants to do. If Kenny has just agreed to come with you, he will kick up a
fuss and you'll get a dialogue option. If Kenny isn't coming, just skip
this dialogue option and go straight to the next one.
----------------------------------
| TIMED QUESTION | Asked by: KENNY |
|----------------------------------------------------------------------------
| "He fucks up everything he touches." |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------------|--------------------------------------|
| Then don't come with us, Kenny. | * YOU TOLD KENNY TO STAY * |
| | Kenny will NOT join you at the start |
| | of Episode 5. |
|-------------------------------------|--------------------------------------|
| I need Kenny. Ben, you should stay. | * YOU CHOSE NOT TO BRING BEN * |
| | Kenny will join you at the start of |
| | Episode 5. Ben will NOT join you at |
| | the start of Episode 5. |
|-------------------------------------|--------------------------------------|
| Kenny, deal with it. | Leads to the next dialogue option - |
| | you still have the opportunity to |
| | have both Ben and Kenny with you. |
|-------------------------------------|--------------------------------------|
| ... | Kenny will join you at the start of |
| | Episode 5. Ben willl NOT join you |
| | at the start of Episode 5. |
----------------------------------------------------------------------------
--------------------------------
| TIMED QUESTION | Asked by: BEN |
|----------------------------------------------------------------------------
| "I don't know. Whatever you think is best." |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------|---------------------------------------------|
| Stay here with the boat. | * YOU CHOSE NOT TO BRING BEN * Ben will NOT |
| | join you at the beginning of Episode 5. |
|------------------------------|---------------------------------------------|
| Clementine stood up for you/ | * YOU GAVE BEN A CHANCE TO PROVE HIMSELF * |
| Clementine needs you. | Ben will join you at the beginning of |
| | Episode 5. |
|------------------------------|---------------------------------------------|
| It's up to you. | If you have had confidence in Ben in this |
| | and past episodes, he will join you. |
| | If you have lacked confidence in Ben in |
| |this and past episodes, he will stay behind. |
|------------------------------|---------------------------------------------|
| ... | If you have had confidence in Ben in this |
| | and past episodes, he will join you. |
| | If you have lacked confidence in Ben in |
| |this and past episodes, he will stay behind. |
----------------------------------------------------------------------------
Everyone should have made their decision now. Based on your decisions
throughout this and previous Episodes, Lee walks away, either alone or with
someone.
The group (or just Lee) heads to the bunker under the sewers, where Lee first
met Vernon. However, it is very, very empty. The group/Lee looks terrified, as
the groans of what sounds like a great many Walkers can be heard from all
exits.
Suddenly, the WALKIE TALKIE bursts to life, and the stranger on the other
end speaks to Lee. You get two dialogue options - say anything you want to
the Clementine's kidnapper as it makes very little difference.
And with that, Episode 4 is concluded! Congratulations. And if you thought
that was good, you just wait til you play Episode 5: No Time Left!
------------------------------
| GAMEPLAY STATISTICS | (WD8)
------------------------------
This is a list of the statistics the game gives you before the credits, and
how to achieve each side of them.
------------------------------------------------------------------------------
| EVENT | OPTION #1 | OPTION #2 |
|-------------------------------|--------------------|-----------------------|
| "The Boy in the Attic" | Choose to make Lee | Make Kenny kill the |
| Did you kill the boy in the | kill the boy. | boy OR walk away from |
| attic? | | the attic. |
|-------------------------------|--------------------|-----------------------|
| "Hippocratic Oath" | Be honest and kind | Lie to OR threaten |
| Did you lie to or threaten | to Vernon in the | Vernon in the sewers. |
| Vernon? | sewers. | |
|-------------------------------|--------------------|-----------------------|
| "Home Alone" | Bring Clementine | Tell Clementine to |
| Did you bring Clementine with | to Crawford with | stay at the manor |
| you to Crawford? | you. | with Omid. |
|-------------------------------|--------------------|-----------------------|
| "For Whom the Bell Tolls" | Pull Ben up when | Let Ben go when he's |
| Did you let Ben fall to his | he's hanging from | hanging from the bell |
| death? | the bell tower. | tower. |
|-------------------------------|--------------------|-----------------------|
| "The Bite Reveal" | Reveal your bite | Conceal your bite |
| Did you reveal your bite to | to the group. | from the group. |
| the group? | | |
------------------------------------------------------------------------------
As of this walkthrough's last update:
* Most players made Lee kill the boy in the attic.
* Most players were honest to Vernon.
* Most players brought Clementine to Crawford.
* Most players saved Ben's life.
* Most players revealed Lee's bite to the group.
----------------------------------
----------------------------------
| WHY, THANK YOU VERY MUCH! | (WD9)
----------------------------------
----------------------------------
Thank you to you, reader of this walkthrough. I made this for you, and I hope
it was helpful.
Thank you to those of you who have shown your support via email. There've been
a fair few of you, and I always appreciate it. Thank you very much!
Thank you to all the websites who agreed to have my walkthrough on their site.